layout (std140) uniform GlobalPaintParamsUBO { highp vec2 u_pattern_atlas_texsize; highp vec2 u_units_to_pixels; highp vec2 u_world_size; highp float u_camera_to_center_distance; highp float u_symbol_fade_change; highp float u_aspect_ratio; highp float u_pixel_ratio; highp float u_map_zoom; lowp float global_pad1; }; layout (std140) uniform BackgroundPatternPropsUBO { highp vec2 u_pattern_tl_a; highp vec2 u_pattern_br_a; highp vec2 u_pattern_tl_b; highp vec2 u_pattern_br_b; highp vec2 u_pattern_size_a; highp vec2 u_pattern_size_b; highp float u_scale_a; highp float u_scale_b; highp float u_mix; highp float u_opacity; }; uniform sampler2D u_image; in mediump vec2 v_pos_a; in mediump vec2 v_pos_b; void main() { vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(u_pattern_tl_a / u_pattern_atlas_texsize, u_pattern_br_a / u_pattern_atlas_texsize, imagecoord); vec4 color1 = texture(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(u_pattern_tl_b / u_pattern_atlas_texsize, u_pattern_br_b / u_pattern_atlas_texsize, imagecoord_b); vec4 color2 = texture(u_image, pos2); fragColor = mix(color1, color2, u_mix) * u_opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }